Hello.
I'm working on a batch utility to merge 7-Zip with Pico-8 and to work with directories outside Pico-8 as I have a need for this, yet I am running into a curious problem.
When I retrieve the directory, I am getting a filename back like:
3-d dOCKING mISSION (1978)(pROGRAMMA iNTERNATIONAL).DSK
@zep, could you please add some options to P8SCII such that I could convert this string line to 4-unique formats:
ORIGINAL:3-d dOCKING mISSION (1978)(pROGRAMMA iNTERNATIONAL).DSK INVERSE :3-D Docking Mission (1978)(Programma International).dsk LOWER :3-d docking mission (1978)(programma international).dsk UPPER :3-D DOCKING MISSION (1978)(PROGRAMMA INTERNATIONAL).DSK FIRSTCAP:3-D Docking Mission (1978)(Programma International).Dsk |
It could be done via: "\c"
followed by O
I
L
U
or F
It would then change the visual case for every character for that single PRINT or string definition line. Once a new string or definition is in place, the effect would not be there.
Turn on your subwoofer!
This is a 512 byte intro I made for inercia 2022, a demoparty that took place in Lisbon over the weekend. It's the first time that I put the no longer secret 0x808 audio channel to use, with around 200 bytes of the (compressed) code spent on generating the music.
I was pleased to find that techniques used for golfing down visual effects' code size transfer quite well to audio. There are a lot of expressions in there that change meaning over time in a way that produces some kind of structured progression -- some planned, some not so planned. The whole thing is really a single effect, with a lot of janky math to roll out different audio and gfx layers at different times. I can't completely explain how it works in places, but feel free to ask about anything if you like!
Hello everyone. Is there a way to write and read values to specific bits in a byte?
For example:
I have a variable 0x0000 .
I want to write a 1 to the 3rd bit so it'll be
0x0100 . How can i do that?
I want to later read that variable. How do I
check the value of the 3st bit? I haven't operated
with bits & bytes before.
The fastest guns in the west have got the shakes!
High Noon (H I G H N O O N) is sort of a mutant of the classic "who can hit a button the fastest" cowboy duel game.
Instead of just pressing the button you must release the button when the white line is in the green line in a powerbar thingy.
- press and hold either X or O,
- release when the white line is in the green bar
- the green bar gets bigger each time you hit the top of the power bar
- games go until someone gets 6 points.
- if you draw before the signal you lose one point
- if you miss the green bar, you miss your shot and you become a sitting duck
- the computer player needs serious work but 2 player should work fine (let me know if it doesnt)
- computer player gets more accurate the higher your score
- cheesy looking tumble weeds included
originally this game was just a basic "who can hit the button fastest" type game but in changing it i have broken that functionality but plan on re-adding it, so the menu will have the option to select "simple mode"~
theres normal hit the button mode again. Some minor improvement to the CPU but this is still mostly designed to be played on a couch with another human while intoxicated
oh and you can customize your cowpokes outfit now and it will be saved to cart data
(v01 11-07-22)
TO LOAD THIS PICO-8 CART, in immediate mode, type:
load #mazechallenge
VVhat's new? (11-07-22)
- Fixed blocks so no part of map is missed now. (Please confirm this !)
- Pressing ❎ now has 3-modes. 1, 2, and 3.
- Made maze darker so it is easier to see the player.
- 3rd mode after fill now shows path as darker color of the blocks.
- Greatly sped up fill routine.
- Added notice on end on how to restart.
- Shrank code size slightly.
Hello there.
This is really more of an experiment that I think got way out of hand.
The premise is simple. With all of the tile-generating code out there, I wanted to see if it was possible to make a "maze-like" environment with no 100% straight corridors and using only 4- 8x8 tiles and placed randomly on the board. AND make it so that every point can be reached no matter the arrangement and that it is not a "cake walk" to do so - and there are no hard diagonal lines.
Hey so I was just doing some map work and I was using the cmd+x to move tiles around and I think when I was cutting and pasting somewhere else in the mapview tiles in the shared space it would move the sprites but not the map tiles which was . . . not good and took a while to make sure everything was ok.
It feels like this isn't intentional but I'm not 100%? I'm on 0.2.5c, thanks in advance!
(Like I said maybe this is on purpose since I'm moving the data it's self around in the shared space but in my game I was making I'm using the shared space for sprites and map and it makes it more difficult.)
Controls
- ⬆️ Walk
- ⬅️➡️ Turn left/right
- ⬇️ Toggle basic HUD
- ❎ [X] Hold for full HUD and ⬅️⬆️➡️⬇️ to inspect the surroundings
- ⓩ [Z] Open Inventory/Actions menu
How to play
You initially can't do much -except gathering fruits- more items and actions will be unlocked as you progress in the game.
So just explore the islands and:
- talk to the stone statue/head
- walk under palm-trees to gather a couple fruits if any
Here be Dragons
The writing "Here be Dragons" at the edge of the map means you can't walk farther at that moment:
the game map is initially just a small portion of the full map, next areas will be unlocked by defeating the enemy creatures, just report your success to the statue (Kahuna).
A quick and dirty Sudoku solver, may or may not work.
Not sure if there any use-case for such a tool on PICO-8, but here it is.
⚠️ Looking a the source code may or may not induce permanent blindness ⚠️
Controls :
⬆️⬇️⬅️➡️ : move the cursor.
❎ : select a cell/value.
[1️-9️] : fill cell with the corresponding digit if possible.
Pause : access menu.
changelog
2022-11-06:
- added a solve cell option.